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What's your first week revenue per game platform?  
by Gamasutra Staff [12.02.20]
You see relatively little discussion of multi-platform revenue - so it was great when The First Tree dev David Wehle went public with the following week 1 revenue percentages for his game.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

The one key Steam stat that you're not checking... 4
by Gamasutra Staff [11.29.20]
When you’re understanding the potential success of your game before release - what’s the one Steam stat that more people should be paying attention to, but aren’t?
Business/Marketing, Design, Production, Console/PC, Indie

Case study: making Core Defense a solo dev success  
by Gamasutra Staff [12.03.20]
A few months ago, Mario Kaiser released Core Defense on Steam and grossed $20,186 in the first week. Good enough for a solo indie developer – and here's how he did it.
Business/Marketing, Design, Programming, Production, Console/PC, Indie

Best of 2020: How a new wave of developers are using voxels to create jaw-dropping worlds 1
by Staff [12.03.20]
Developers behind Touryst, Fugl, and Skies of the Past talk about techniques, problems, and solutions related to making their stunningly beautiful voxel-based games.
Design, Art, Indie

Best of 2020: Behind the dizzying ride to the top for Among Us  
by Simon Carless [12.02.20]
The amazing 'out of the blue' success of multiplayer party game Among Us on Steam is, uh, amazing. But what happened? I delve into it with the help of one of its co-creators.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Dead Cells surpasses 3.5 million sold ahead of second DLC announce  
by Alissa McAloon [12.02.20]
All in all, this makes for around 1 million total sales in the last year or so given that the Dead Cells crossed the 2.4 million sales mark back in September 2019.
Console/PC, Indie, Smartphone/Tablet

Don't Miss: Why do devs love Slack, and how do they get the most out of it? 11
by Staff [12.01.20]
Gamasutra asked game devs from around the world in a variety of disciplines what they like (and don't like) about Slack, how it helps them do their jobs better, and how they get the most out of it.
Business/Marketing, Production, Indie, Social/Online

Today: Join this live Gamasutra Webcast feat. Innersloth's Victoria Tran!  
by Kris Graft [11.30.20]
Victoria Tran, community director at Among Us developer Innersloth, will be presenting a talk live with Gamasutra tomorrow on how to convey your game's value in today's noisy marketplace.

Understanding Pain Points in Game Design  
by Josh Bycer [12.03.20]
Pain Points are often the understated killer of many games, and we're going to discuss how to spot them and some common mistakes for developers to avoid.
Design Console/PC Indie Smartphone/Tablet

A Guide To Delay-Proof Game Development— Part I: Planning and Prevention  
by Stas Ignatov [12.03.20]
A series of production tips, suggestions, and best practices to optimize development cycles and minimize delays by META Publishing's producer Mike Matytsin.
Business/Marketing Production Indie

by Fabien Rossini [12.03.20]
As games have evolved, so has the audience. Not content with just playing the game, a major part of today's users want to create worlds. That's what we're building at CREY, A destination for players to create, play and connect.
Business/Marketing Design Production Indie Social/Online

Case study: making Core Defense a solo dev success  
by Simon Carless [12.03.20]
A few months ago I released Core Defense on Steam and grossed $20,186 in the first week. Good enough for a solo indie developer – especially if you take into account that you can expect to make 2-5x your first week's revenue during your first year.
Business/Marketing Design Production Console/PC Indie

Indie History of Nimoyd: Two Friends and Their Search for that Awesome Whoa Whoa Game Idea  
by Rafael Wawer [12.01.20]
Nimoyd is not only a game – but an indie story about two friends who were searching for that one awesome game idea. When we almost gave up on Xmas 2018, it clicked. We quit freelancing in 2019. Today, a small team. But it started humble, with 2 friends.
Business/Marketing Design Production Indie

Lost Boys Interactive — austin, Texas, United States
FX/Tech Artist

Jintronix Inc. — New York, New York, United States
Lead 3D Artist - Remote - Environment Design for Exercise Games
Lead 3D Artist - Environment Design for Exercise Games - Remote

DNABLOCK — Los Angeles, California, United States
Senior Unreal Engine (UE4) Developer

Disbelief — Cambridge, Massachusetts, United States
Junior Programmer, Cambridge, MA
Junior Programmer

thatgamecompany — Santa Monica, California, United States
Gameplay Engineer

Star Stable Entertainment — Stockholm, Sweden
Art Director

Jintronix Inc. — Montréal, Quebec, Canada
Lead 3D Artist - Rehab Exercise Games